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pxz-hos-client-cpp-module/support/aws-sdk-cpp-master/aws-cpp-sdk-gamelift/include/aws/gamelift/model/CreateGameSessionRequest.h

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/**
* Copyright Amazon.com, Inc. or its affiliates. All Rights Reserved.
* SPDX-License-Identifier: Apache-2.0.
*/
#pragma once
#include <aws/gamelift/GameLift_EXPORTS.h>
#include <aws/gamelift/GameLiftRequest.h>
#include <aws/core/utils/memory/stl/AWSString.h>
#include <aws/core/utils/memory/stl/AWSVector.h>
#include <aws/gamelift/model/GameProperty.h>
#include <utility>
namespace Aws
{
namespace GameLift
{
namespace Model
{
/**
* <p>Represents the input for a request action.</p><p><h3>See Also:</h3> <a
* href="http://docs.aws.amazon.com/goto/WebAPI/gamelift-2015-10-01/CreateGameSessionInput">AWS
* API Reference</a></p>
*/
class AWS_GAMELIFT_API CreateGameSessionRequest : public GameLiftRequest
{
public:
CreateGameSessionRequest();
// Service request name is the Operation name which will send this request out,
// each operation should has unique request name, so that we can get operation's name from this request.
// Note: this is not true for response, multiple operations may have the same response name,
// so we can not get operation's name from response.
inline virtual const char* GetServiceRequestName() const override { return "CreateGameSession"; }
Aws::String SerializePayload() const override;
Aws::Http::HeaderValueCollection GetRequestSpecificHeaders() const override;
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline const Aws::String& GetFleetId() const{ return m_fleetId; }
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline bool FleetIdHasBeenSet() const { return m_fleetIdHasBeenSet; }
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline void SetFleetId(const Aws::String& value) { m_fleetIdHasBeenSet = true; m_fleetId = value; }
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline void SetFleetId(Aws::String&& value) { m_fleetIdHasBeenSet = true; m_fleetId = std::move(value); }
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline void SetFleetId(const char* value) { m_fleetIdHasBeenSet = true; m_fleetId.assign(value); }
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithFleetId(const Aws::String& value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithFleetId(Aws::String&& value) { SetFleetId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a fleet to create a game session in. You can use
* either the fleet ID or ARN value. Each request must reference either a fleet ID
* or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithFleetId(const char* value) { SetFleetId(value); return *this;}
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline const Aws::String& GetAliasId() const{ return m_aliasId; }
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline bool AliasIdHasBeenSet() const { return m_aliasIdHasBeenSet; }
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline void SetAliasId(const Aws::String& value) { m_aliasIdHasBeenSet = true; m_aliasId = value; }
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline void SetAliasId(Aws::String&& value) { m_aliasIdHasBeenSet = true; m_aliasId = std::move(value); }
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline void SetAliasId(const char* value) { m_aliasIdHasBeenSet = true; m_aliasId.assign(value); }
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithAliasId(const Aws::String& value) { SetAliasId(value); return *this;}
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithAliasId(Aws::String&& value) { SetAliasId(std::move(value)); return *this;}
/**
* <p>A unique identifier for an alias associated with the fleet to create a game
* session in. You can use either the alias ID or ARN value. Each request must
* reference either a fleet ID or alias ID, but not both.</p>
*/
inline CreateGameSessionRequest& WithAliasId(const char* value) { SetAliasId(value); return *this;}
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline int GetMaximumPlayerSessionCount() const{ return m_maximumPlayerSessionCount; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline bool MaximumPlayerSessionCountHasBeenSet() const { return m_maximumPlayerSessionCountHasBeenSet; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline void SetMaximumPlayerSessionCount(int value) { m_maximumPlayerSessionCountHasBeenSet = true; m_maximumPlayerSessionCount = value; }
/**
* <p>The maximum number of players that can be connected simultaneously to the
* game session.</p>
*/
inline CreateGameSessionRequest& WithMaximumPlayerSessionCount(int value) { SetMaximumPlayerSessionCount(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline const Aws::String& GetName() const{ return m_name; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline bool NameHasBeenSet() const { return m_nameHasBeenSet; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const Aws::String& value) { m_nameHasBeenSet = true; m_name = value; }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(Aws::String&& value) { m_nameHasBeenSet = true; m_name = std::move(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline void SetName(const char* value) { m_nameHasBeenSet = true; m_name.assign(value); }
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline CreateGameSessionRequest& WithName(const Aws::String& value) { SetName(value); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline CreateGameSessionRequest& WithName(Aws::String&& value) { SetName(std::move(value)); return *this;}
/**
* <p>A descriptive label that is associated with a game session. Session names do
* not need to be unique.</p>
*/
inline CreateGameSessionRequest& WithName(const char* value) { SetName(value); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline const Aws::Vector<GameProperty>& GetGameProperties() const{ return m_gameProperties; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline bool GamePropertiesHasBeenSet() const { return m_gamePropertiesHasBeenSet; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameProperties(const Aws::Vector<GameProperty>& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = value; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameProperties(Aws::Vector<GameProperty>&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties = std::move(value); }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& WithGameProperties(const Aws::Vector<GameProperty>& value) { SetGameProperties(value); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& WithGameProperties(Aws::Vector<GameProperty>&& value) { SetGameProperties(std::move(value)); return *this;}
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& AddGameProperties(const GameProperty& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(value); return *this; }
/**
* <p>Set of custom properties for a game session, formatted as key:value pairs.
* These properties are passed to a game server process in the <a>GameSession</a>
* object with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& AddGameProperties(GameProperty&& value) { m_gamePropertiesHasBeenSet = true; m_gameProperties.push_back(std::move(value)); return *this; }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline const Aws::String& GetCreatorId() const{ return m_creatorId; }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline bool CreatorIdHasBeenSet() const { return m_creatorIdHasBeenSet; }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline void SetCreatorId(const Aws::String& value) { m_creatorIdHasBeenSet = true; m_creatorId = value; }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline void SetCreatorId(Aws::String&& value) { m_creatorIdHasBeenSet = true; m_creatorId = std::move(value); }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline void SetCreatorId(const char* value) { m_creatorIdHasBeenSet = true; m_creatorId.assign(value); }
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline CreateGameSessionRequest& WithCreatorId(const Aws::String& value) { SetCreatorId(value); return *this;}
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline CreateGameSessionRequest& WithCreatorId(Aws::String&& value) { SetCreatorId(std::move(value)); return *this;}
/**
* <p>A unique identifier for a player or entity creating the game session. This ID
* is used to enforce a resource protection policy (if one exists) that limits the
* number of concurrent active game sessions one player can have.</p>
*/
inline CreateGameSessionRequest& WithCreatorId(const char* value) { SetCreatorId(value); return *this;}
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline const Aws::String& GetGameSessionId() const{ return m_gameSessionId; }
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline bool GameSessionIdHasBeenSet() const { return m_gameSessionIdHasBeenSet; }
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline void SetGameSessionId(const Aws::String& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = value; }
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline void SetGameSessionId(Aws::String&& value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId = std::move(value); }
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline void SetGameSessionId(const char* value) { m_gameSessionIdHasBeenSet = true; m_gameSessionId.assign(value); }
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline CreateGameSessionRequest& WithGameSessionId(const Aws::String& value) { SetGameSessionId(value); return *this;}
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline CreateGameSessionRequest& WithGameSessionId(Aws::String&& value) { SetGameSessionId(std::move(value)); return *this;}
/**
* <p> <i>This parameter is no longer preferred. Please use
* <code>IdempotencyToken</code> instead.</i> Custom string that uniquely
* identifies a request for a new game session. Maximum token length is 48
* characters. If provided, this string is included in the new game session's ID.
* (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) </p>
*/
inline CreateGameSessionRequest& WithGameSessionId(const char* value) { SetGameSessionId(value); return *this;}
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline const Aws::String& GetIdempotencyToken() const{ return m_idempotencyToken; }
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline bool IdempotencyTokenHasBeenSet() const { return m_idempotencyTokenHasBeenSet; }
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline void SetIdempotencyToken(const Aws::String& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = value; }
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline void SetIdempotencyToken(Aws::String&& value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken = std::move(value); }
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline void SetIdempotencyToken(const char* value) { m_idempotencyTokenHasBeenSet = true; m_idempotencyToken.assign(value); }
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline CreateGameSessionRequest& WithIdempotencyToken(const Aws::String& value) { SetIdempotencyToken(value); return *this;}
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline CreateGameSessionRequest& WithIdempotencyToken(Aws::String&& value) { SetIdempotencyToken(std::move(value)); return *this;}
/**
* <p>Custom string that uniquely identifies a request for a new game session.
* Maximum token length is 48 characters. If provided, this string is included in
* the new game session's ID. (A game session ARN has the following format:
* <code>arn:aws:gamelift:&lt;region&gt;::gamesession/&lt;fleet ID&gt;/&lt;custom
* ID string or idempotency token&gt;</code>.) Idempotency tokens remain in use for
* 30 days after a game session has ended; game session objects are retained for
* this time period and then deleted.</p>
*/
inline CreateGameSessionRequest& WithIdempotencyToken(const char* value) { SetIdempotencyToken(value); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline const Aws::String& GetGameSessionData() const{ return m_gameSessionData; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline bool GameSessionDataHasBeenSet() const { return m_gameSessionDataHasBeenSet; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const Aws::String& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = value; }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(Aws::String&& value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData = std::move(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline void SetGameSessionData(const char* value) { m_gameSessionDataHasBeenSet = true; m_gameSessionData.assign(value); }
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& WithGameSessionData(const Aws::String& value) { SetGameSessionData(value); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& WithGameSessionData(Aws::String&& value) { SetGameSessionData(std::move(value)); return *this;}
/**
* <p>Set of custom game session properties, formatted as a single string value.
* This data is passed to a game server process in the <a>GameSession</a> object
* with a request to start a new game session (see <a
* href="https://docs.aws.amazon.com/gamelift/latest/developerguide/gamelift-sdk-server-api.html#gamelift-sdk-server-startsession">Start
* a Game Session</a>).</p>
*/
inline CreateGameSessionRequest& WithGameSessionData(const char* value) { SetGameSessionData(value); return *this;}
private:
Aws::String m_fleetId;
bool m_fleetIdHasBeenSet;
Aws::String m_aliasId;
bool m_aliasIdHasBeenSet;
int m_maximumPlayerSessionCount;
bool m_maximumPlayerSessionCountHasBeenSet;
Aws::String m_name;
bool m_nameHasBeenSet;
Aws::Vector<GameProperty> m_gameProperties;
bool m_gamePropertiesHasBeenSet;
Aws::String m_creatorId;
bool m_creatorIdHasBeenSet;
Aws::String m_gameSessionId;
bool m_gameSessionIdHasBeenSet;
Aws::String m_idempotencyToken;
bool m_idempotencyTokenHasBeenSet;
Aws::String m_gameSessionData;
bool m_gameSessionDataHasBeenSet;
};
} // namespace Model
} // namespace GameLift
} // namespace Aws